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Daggerheart · SRD 1.0

Weapons

All weapons have a tier, trait, range, damage die, damage type, and burden. Some weapons also have a feature.

Category

A weapon’s category specifies whether it is a Primary or Secondary weapon. Your character can only equip up to one weapon of each category at a time.

Trait

A weapon’s trait specifies which trait to use when making an attack roll with it.

Range

A weapon’s range specifies the maximum distance between the attacker and their target when attacking with it.

Damage

A weapon’s damage indicates the size of the damage dice you roll on a successful attack with it; you roll a number of dice equal to your Proficiency. If the damage includes a flat modifier, this number is added to the total damage rolled, but is not altered or affected by Proficiency.

Damage Type

A weapon’s damage type indicates whether it deals physical or magic damage. Weapons that deal magic damage can only be wielded by characters with a Spellcast trait.

Burden

A weapon’s burden indicates how many hands it occupies when equipped. Your character’s maximum burden is 2 hands.

Feature

A weapon’s feature is a special rule that stays in effect while the weapon is equipped.

You can throw an equipped weapon at a target within Very Close range, making the attack roll with Finesse. On a success, deal damage as usual for that weapon. Once thrown, the weapon is no longer considered equipped. Until you retrieve and re-equip it, you can’t attack with it or benefit from its features.

Primary Weapons

Players can choose one Tier 1 primary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

Tier 1 (Level 1)

Physical Weapons

NameTraitRangeDamageBurdenFeature
BroadswordAgilityMeleed8 phyOne-HandedReliable: +1 to attack rolls
LongswordAgilityMeleed10+3 phyTwo-Handed
BattleaxeStrengthMeleed10+3 phyTwo-Handed
GreatswordStrengthMeleed10+3 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
MaceStrengthMeleed8+1 phyOne-Handed
WarhammerStrengthMeleed12+3 phyTwo-HandedHeavy: -1 to Evasion
DaggerFinesseMeleed8+1 phyOne-Handed
QuarterstaffInstinctMeleed10+3 phyTwo-Handed
CutlassPresenceMeleed8+1 phyOne-Handed
RapierPresenceMeleed8 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
HalberdStrengthVery Closed10+2 phyTwo-HandedCumbersome: -1 to Finesse
SpearFinesseVery Closed8+3 phyTwo-Handed
ShortbowAgilityFard6+3 phyTwo-Handed
CrossbowFinesseFard6+1 phyOne-Handed
LongbowAgilityVery Fard8+3 phyTwo-HandedCumbersome: -1 to Finesse

Magic Weapons

All magic weapons require a Spellcast trait

NameTraitRangeDamageBurdenFeature
Arcane GauntletsStrengthMeleed10+3 magTwo-Handed
Hallowed AxeStrengthMeleed8+1 magOne-Handed
Glowing RingsAgilityVery Closed10+2 magTwo-Handed
Hand RunesInstinctVery Closed10 magOne-Handed
Returning BladeFinesseClosed8 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
ShortstaffInstinctClosed8+1 magOne-Handed
DualstaffInstinctFard6+3 magTwo-Handed
ScepterPresenceFard6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8.
WandKnowledgeFard6+1 magOne-Handed
GreatstaffKnowledgeVery Fard6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.

Tier 2 (Levels 2–4)

Physical Weapons

NameTraitRangeDamageBurdenFeature
Improved BroadswordAgilityMeleed8+3 phyOne-HandedReliable: +1 to attack rolls
Improved LongswordAgilityMeleed10+6 phyTwo-Handed
Improved BattleaxeStrengthMeleed10+6 phyTwo-Handed
Improved GreatswordStrengthMeleed10+6 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Improved MaceStrengthMeleed8+4 phyOne-Handed
Improved WarhammerStrengthMeleed12+6 phyTwo-HandedHeavy: -1 to Evasion
Improved DaggerFinesseMeleed8+4 phyOne-Handed
Improved QuarterstaffInstinctMeleed10+6 phyTwo-Handed
Improved CutlassPresenceMeleed8+4 phyOne-Handed
Improved RapierPresenceMeleed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Improved HalberdStrengthVery Closed10+5 phyTwo-HandedCumbersome: -1 to Finesse
Improved SpearFinesseVery Closed8+6 phyTwo-Handed
Improved ShortbowAgilityFard6+6 phyTwo-Handed
Improved CrossbowFinesseFard6+4 phyOne-Handed
Improved LongbowAgilityVery Fard8+6 phyTwo-HandedCumbersome: -1 to Finesse
Gilded FalchionStrengthMeleed10+4 phyOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Knuckle BladesStrengthMeleed10+6 phyTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Urok BroadswordFinesseMeleed8+3 phyOne-HandedDeadly: When you deal Severe damage, the target must mark an additional HP.
Bladed WhipAgilityVery Closed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Steelforged HalberdStrengthVery Closed8+4 phyTwo-HandedScary: On a successful attack, the target must mark a Stress.
War ScytheFinesseVery Closed8+5 phyTwo-HandedReliable: +1 to attack rolls
BlunderbussFinesseClosed8+6 phyTwo-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
GreatbowStrengthFard6+6 phyTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Finehair BowAgilityVery Fard6+5 phyTwo-HandedReliable: +1 to attack rolls

Magic Weapons

All magic weapons require a Spellcast trait

NameTraitRangeDamageBurdenFeature
Improved Arcane GauntletsStrengthMeleed10+6 magTwo-Handed
Improved Hallowed AxeStrengthMeleed8+4 magOne-Handed
Improved Glowing RingsAgilityVery Closed10+5 magTwo-Handed
Improved Hand RunesInstinctVery Closed10+3 magOne-Handed
Improved Returning BladeFinesseClosed8+3 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Improved ShortstaffInstinctClosed8+4 magOne-Handed
Improved DualstaffInstinctFard6+6 magTwo-Handed
Improved ScepterPresenceFard6+3 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+3.
Improved WandKnowledgeFard6+4 magOne-Handed
Improved GreatstaffKnowledgeVery Fard6+3 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Ego BladeAgilityMeleed12+4 magOne-HandedPompous: You must have a Presence of 0 or lower to use this weapon.
Casting SwordStrengthMeleed10+4 magTwo-HandedVersatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3.
Devouring DaggerFinesseMeleed8+4 magOne-HandedScary: On a successful attack, the target must mark a Stress.
Hammer of ExotaInstinctMeleed8+6 magTwo-HandedEruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.
Yutari BloodbowFinesseFard6+4 magTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Elder BowInstinctFard6+4 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Scepter of EliasPresenceFard6+3 magOne-HandedInvigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.
Wand of EnthrallmentPresenceFard6+4 magOne-HandedPersuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.
Keeper’s StaffKnowledgeFard6+4 magTwo-HandedReliable: +1 to attack rolls

Tier 3 (Levels 5–7)

Physical Weapons

NameTraitRangeDamageBurdenFeature
Advanced BroadswordAgilityMeleed8+6 phyOne-HandedReliable: +1 to attack rolls
Advanced LongswordAgilityMeleed10+9 phyTwo-Handed
Advanced BattleaxeStrengthMeleed10+9 phyTwo-Handed
Advanced GreatswordStrengthMeleed10+9 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Advanced MaceStrengthMeleed8+7 phyOne-Handed
Advanced WarhammerStrengthMeleed12+9 phyTwo-HandedHeavy: -1 to Evasion
Advanced DaggerFinesseMeleed8+7 phyOne-Handed
Advanced QuarterstaffInstinctMeleed10+9 phyTwo-Handed
Advanced CutlassPresenceMeleed8+7 phyOne-Handed
Advanced RapierPresenceMeleed8+6 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced HalberdStrengthVery Closed10+8 phyTwo-HandedCumbersome: -1 to Finesse
Advanced SpearFinesseVery Closed8+9 phyTwo-Handed
Advanced ShortbowAgilityFard6+9 phyTwo-Handed
Advanced CrossbowFinesseFard6+7 phyOne-Handed
Advanced LongbowAgilityVery Fard8+9 phyTwo-HandedCumbersome: -1 to Finesse
Flickerfly BladeAgilityMeleed8+5 phyOne-HandedSharpwing: Gain a bonus to your damage rolls equal to your Agility.
BraveswordStrengthMeleed12+7 phyTwo-HandedBrave: -1 to Evasion; +3 to Severe damage threshold
Hammer of WrathStrengthMeleed10+7 phyTwo-HandedDevastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
Labrys AxeStrengthMeleed10+7 phyTwo-HandedProtective: +1 to Armor Score
Meridian CutlassPresenceMeleed10+5 phyOne-HandedDueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them.
Retractable SaberPresenceMeleed10+7 phyOne-HandedRetractable: The blade can be hidden in the hilt to avoid detection.
Double FlailAgilityVery Closed10+8 phyTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Talon BladesFinesseClosed10+7 phyTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Black Powder RevolverFinesseFard6+8 phyOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Spiked BowAgilityVery Fard6+7 phyTwo-HandedVersatile: This weapon can also be used with these statistics—Agility, Melee, d10+5.

Magic Weapons

All magic weapons require a Spellcast trait

NameTraitRangeDamageBurdenFeature
Advanced Arcane GauntletsStrengthMeleed10+9 magTwo-Handed
Advanced Hallowed AxeStrengthMeleed8+7 magOne-Handed
Advanced Glowing RingsAgilityVery Closed10+8 magTwo-Handed
Advanced Hand RunesInstinctVery Closed10+6 magOne-Handed
Advanced Returning BladeFinesseClosed8+6 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Advanced ShortstaffInstinctClosed8+7 magOne-Handed
Advanced DualstaffInstinctFard6+9 magTwo-Handed
Advanced ScepterPresenceFard6+6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+4.
Advanced WandKnowledgeFard6+7 magOne-Handed
Advanced GreatstaffKnowledgeVery Fard6+6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Axe of FortunisStrengthMeleed10+8 magTwo-HandedLucky: On a failed attack, you can mark a Stress to reroll your attack.
Blessed AnlaceInstinctMeleed10+6 magOne-HandedHealing: During downtime, automatically clear a Hit Point.
GhostbladePresenceMeleed10+7 phy or magOne-HandedOtherworldly: On a successful attack, you can deal physical or magic damage.
Runes of RuinationKnowledgeVery Closed20+4 magOne-HandedPainful: Each time you make a successful attack, you must mark a Stress.
Widogast PendantKnowledgeClosed10+5 magOne-HandedTimebending: You choose the target of your attack after making your attack roll.
Gilded BowFinesseFard6+7 magTwo-HandedSelf-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead.
FirestaffInstinctFard6+7 magTwo-HandedBurning: When you roll a 6 on a damage die, the target must mark a Stress.
Mage OrbKnowledgeFard6+7 magOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Ilmari’s RifleFinesseVery Fard6+6 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.

Tier 4 (Levels 8–10)

Physical Weapons

NameTraitRangeDamageBurdenFeature
Legendary BroadswordAgilityMeleed8+9 phyOne-HandedReliable: +1 to attack rolls
Legendary LongswordAgilityMeleed10+12 phyTwo-Handed
Legendary BattleaxeStrengthMeleed10+12 phyTwo-Handed
Legendary GreatswordStrengthMeleed10+12 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Legendary MaceStrengthMeleed8+10 phyOne-Handed
Legendary WarhammerStrengthMeleed12+12 phyTwo-HandedHeavy: -1 to Evasion
Legendary DaggerFinesseMeleed8+9 phyOne-Handed
Legendary QuarterstaffInstinctMeleed10+12 phyTwo-Handed
Legendary CutlassPresenceMeleed8+10 phyOne-Handed
Legendary RapierPresenceMeleed8+9 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary HalberdStrengthVery Closed10+11 phyTwo-HandedCumbersome: -1 to Finesse
Legendary SpearFinesseVery Closed8+12 phyTwo-Handed
Legendary ShortbowAgilityFard6+12 phyTwo-Handed
Legendary CrossbowFinesseFard6+10 phyOne-Handed
Legendary LongbowAgilityVery Fard8+12 phyTwo-HandedCumbersome: -1 to Finesse
Dual-Ended SwordAgilityMeleed10+9 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Impact GauntletStrengthMeleed10+11 phyOne-HandedConcussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
Sledge AxeStrengthMeleed12+13 phyTwo-HandedDestructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
Curved DaggerFinesseMeleed8+9 phyOne-HandedSerrated: When you roll a 1 on a damage die, it deals 8 damage instead.
Extended PolearmFinesseVery Closed8+10 phyTwo-HandedLong: This weapon’s attack targets all adversaries in a line within range.
Swinging RopebladePresenceClosed8+9 phyTwo-HandedGrappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you.
Ricochet AxesAgilityFard6+11 phyTwo-HandedBouncing: Mark 1 or more Stress to hit that many targets in range of the attack.
Aantari BowFinesseFard6+11 phyTwo-HandedReliable: +1 to attack rolls
Hand CannonFinesseVery Fard6+12 phyOne-HandedReloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again.

Magic Weapons

All magic weapons require a Spellcast trait

NameTraitRangeDamageBurdenFeature
Legendary Arcane GauntletsStrengthMeleed10+12 magTwo-Handed
Legendary Hallowed AxeStrengthMeleed8+10 magOne-Handed
Legendary Glowing RingsAgilityVery Closed10+11 magTwo-Handed
Legendary Hand RunesInstinctVery Closed10+9 magOne-Handed
Legendary Returning BladeFinesseClosed8+9 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Legendary ShortstaffInstinctClosed8+10 magOne-Handed
Legendary DualstaffInstinctFard8+12 magTwo-Handed
Legendary ScepterPresenceFard6+9 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+6.
Legendary WandKnowledgeFard6+10 magOne-Handed
Legendary GreatstaffKnowledgeVery Fard6+9 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Sword of Light & FlameStrengthMeleed10+11 magTwo-HandedHot: This weapon cuts through solid material.
Siphoning GauntletsPresenceMeleed10+9 magTwo-HandedLifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.
Midas ScytheKnowledgeMeleed10+9 magTwo-HandedGreedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll.
Floating BladeshardsInstinctClosed8+9 magOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
BloodstaffInstinctFard20+7 magTwo-HandedPainful: Each time you make a successful attack, you must mark a Stress.
ThistlebowInstinctFard6+13 magTwo-HandedReliable: +1 to attack rolls
Wand of EssekKnowledgeFard8+13 magOne-HandedTimebending: You can choose the target of your attack after making your attack roll.
Magus RevolverFinesseVery Fard6+13 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Fusion GlovesKnowledgeVery Fard6+9 magTwo-HandedBonded: Gain a bonus to your damage rolls equal to your level.

Secondary Weapons

Players can choose one Tier 1 secondary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

Tier 1 (Level 1)

NameTraitRangeDamageBurdenFeature
ShortswordAgilityMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
Round ShieldStrengthMeleed4 phyOne-HandedProtective: +1 to Armor Score
Tower ShieldStrengthMeleed6 phyOne-HandedBarrier: +2 to Armor Score; -1 to Evasion
Small DaggerFinesseMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
WhipPresenceVery Closed6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
GrapplerFinesseClosed6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Hand CrossbowFinesseFard6+1 phyOne-Handed

Tier 2 (Levels 2–4)

NameTraitRangeDamageBurdenFeature
Improved ShortswordAgilityMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved Round ShieldStrengthMeleed4+2 phyOne-HandedProtective: +2 to Armor Score
Improved Tower ShieldStrengthMeleed6+2 phyOne-HandedBarrier: +3 to Armor Score; -1 to Evasion
Improved Small DaggerFinesseMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved WhipPresenceVery Closed6+2 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Improved GrapplerFinesseClosed6+2 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Improved Hand CrossbowFinesseFard6+3 phyOne-Handed
Spiked ShieldStrengthMeleed6+2 phyOne-HandedDouble Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
Parrying DaggerFinesseMeleed6+2 phyOne-HandedParry: When you are attacked, roll this weapon’s damage dice. If any of the attacker’s damage dice rolled the same value as your dice, the matching results are discarded from the attacker’s damage dice before the damage you take is totaled.
Returning AxeAgilityClosed6+4 phyOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Tier 3 (Levels 5–7)

NameTraitRangeDamageBurdenFeature
Advanced ShortswordAgilityMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced Round ShieldStrengthMeleed4+4 phyOne-HandedProtective: +3 to Armor Score
Advanced Tower ShieldStrengthMeleed6+4 phyOne-HandedBarrier: +4 to Armor Score; -1 to Evasion
Advanced Small DaggerFinesseMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced WhipPresenceVery Closed6+4 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Advanced GrapplerFinesseClosed6+4 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Advanced Hand CrossbowFinesseFard6+5 phyOne-Handed
BucklerAgilityMeleed4+4 phyOne-HandedDeflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Score against the attack.
Powered GauntletKnowledgeClosed6+4 phyOne-HandedCharged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack.
Hand SlingFinesseVery Fard6+4 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Close, d8+4.

Tier 4 (Levels 8–10)

NameTraitRangeDamageBurdenFeature
Legendary ShortswordAgilityMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary Round ShieldStrengthMeleed4+6 phyOne-HandedProtective: +4 to Armor Score
Legendary Tower ShieldStrengthMeleed6+6 phyOne-HandedBarrier: +5 to Armor Score; -1 to Evasion.
Legendary Small DaggerFinesseMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary WhipPresenceVery Closed6+6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Legendary GrapplerFinesseClosed6+6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Legendary Hand CrossbowFinesseFard6+7 phyOne-Handed
BraveshieldAgilityMeleed4+6 phyOne-HandedSheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.
Knuckle ClawsStrengthMeleed6+8 phyOne-HandedDoubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range.
Primer ShardInstinctVery Closed4 phyOne-HandedLocked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.

Combat Wheelchair

By Mark Thompson

The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart. This section provides mechanics and narrative guidance for you to work from, but feel free to adapt the flavor text to best suit your character. Have fun with your character’s wheelchair design, and make it as unique or tailored to them as you please.

Action and Movement

When describing how your character moves, you can use descriptions such as the following:

  • “I roll over to the door to see if it’s open.”
  • “I wheel myself over to the group to ask what’s going on.”
  • “I pull my brakes and skid to a halt, turning in my seat to level my bow at the intruder.”

Consequences

Here are some ways you might describe complications you encounter when your character uses their wheelchair:

“I pull my brakes, but I don’t think to account for the loose gravel on the ground.”

“I hit a patch of ice awkwardly and am sent skidding out past my target.”

“I go to push off in pursuit, but one of my front caster wheels snags on a crack in the pavement, stalling me for a moment.”

GMs should avoid breaking a character’s wheelchair or otherwise removing it from play as a consequence, unless everyone at the table, especially the wheelchair user’s player, gives their approval.

Evasion

Your character is assumed to be skilled in moving their wheelchair and navigating numerous situations in it. As a result, the only wheelchair that gives a penalty to a PC’s Evasion is the Heavy Frame model.

Burden

All wheelchairs can be maneuvered using one or two hands outside of combat. However, when being used as a weapon, the chair is restricted to requiring one or two hands to perform attacks, depending on the model you’ve chosen. If you’re playing a character who has limited to no mobility in their arms, their wheelchair can be attuned to them by magical means. For example, your character might use a psychic link to guide the chair around like a pseudo-electric wheelchair. All the rules presented here can be tailored and adapted to any character’s needs.

Choosing Your Model

All combat wheelchairs are equipped as Primary Weapons. There are three models of wheelchair available: light, heavy, and arcane. You’re encouraged to consider the type of character you’re playing and the class they belong to, then choose the model that best matches that character concept.

Light Frame

Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways. These models are best suited to adventurers who rely on speed and flexibility.

NameTierTraitRangeDamageBurdenFeature
Light-Frame Wheelchair1AgilityMeleed8 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Improved Light-Frame Wheelchair2AgilityMeleed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced Light-Frame Wheelchair3AgilityMeleed8+6 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary Light-Frame Wheelchair4AgilityMeleed8+9 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.

Heavy Frame

These wheelchairs have bulky and heavier frames, allowing the chair to lend its weight to your character’s attacks. It also makes them a bigger target.

NameTierTraitRangeDamageBurdenFeature
Heavy-Frame Wheelchair1StrengthMeleed12+3 phyTwo-HandedHeavy: -1 to Evasion
Improved Heavy-Frame Wheelchair2StrengthMeleed12+6 phyTwo-HandedHeavy: -1 to Evasion
Advanced Heavy-Frame Wheelchair3StrengthMeleed12+9 phyTwo-HandedHeavy: -1 to Evasion
Legendary Heavy-Frame Wheelchair4StrengthMeleed12+12 phyTwo-HandedHeavy: -1 to Evasion

Arcane Frame

These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through the chair. Unlike other primary magic weapons, the arcane-frame model doesn’t specify a trait to use when making an attack with it. Instead, you use the Spellcast trait indicated by your subclass.

NameTierTraitRangeDamageBurdenFeature
Arcane-Frame Wheelchair1SpellcastFard6 magOne-HandedReliable: +1 to attack rolls
Improved Arcane-Frame Wheelchair2SpellcastFard6+3 magOne-HandedReliable: +1 to attack rolls
Advanced Arcane-Frame Wheelchair3SpellcastFard6+6 magOne-HandedReliable: +1 to attack rolls
Legendary Arcane-Frame Wheelchair4SpellcastFard6+9 magOne-HandedReliable: +1 to attack rolls
Build your character in OmnisGM An interactive character sheet — for these very rules.